This one is already known, I just add the issue not to forget it and keep track.
Observed behavior: when the player is seen from outside (through the chasecam or during a cutscene), its colors obviously correspond to a color index for multiplayer play instead of the regular default index.
Drawback: in some cutscenes, it's more convenient to use a fake player model instead of showing the true player. Since there is no way to choose the color index for a fake player model (the mdl file actually contains only the default skin), then from one cutscene to the next the player may look different, because in one case it's the real one, and in the other it's a fake one.
Both should match in color to ensure consistent visuals.
This one is already known, I just add the issue not to forget it and keep track.
Observed behavior: when the player is seen from outside (through the chasecam or during a cutscene), its colors obviously correspond to a color index for multiplayer play instead of the regular default index.
Drawback: in some cutscenes, it's more convenient to use a fake player model instead of showing the true player. Since there is no way to choose the color index for a fake player model (the mdl file actually contains only the default skin), then from one cutscene to the next the player may look different, because in one case it's the real one, and in the other it's a fake one.
Both should match in color to ensure consistent visuals.